void Start() { anim = GetComponent <Animator>(); unitCore = GetComponent <UnitCore>(); playerCore = GetComponent <PlayerCore>(); states = GetComponent <HERO_StateController>(); if (isLocalPlayer && isClient) { //HUD HUDPointer = GameObject.Find("HUD/WeaponCore").GetComponent <Image>(); HUDBackground = HUDPointer.transform.GetChild(0).GetComponent <Image>(); HUDBar[0] = HUDBackground.transform.GetChild(0).GetComponent <Image>(); HUDBar[1] = HUDBackground.transform.GetChild(1).GetComponent <Image>(); HUDItemBackground = HUDPointer.transform.GetChild(1).GetComponent <CanvasGroup>(); HUDItemBar = HUDItemBackground.transform.GetChild(0).GetComponent <Image>(); //Cursor Cursor.visible = false; Cursor.lockState = CursorLockMode.Confined; } //Test Weapons EquipWeapon(MasterListDatabase.i.FetchItem(0), 0); EquipWeapon(MasterListDatabase.i.FetchItem(2), 1); }
void Awake() { switch (mode) { case Defs.UnitType.Critter: navMesh = GetComponent <NavMeshAgent>(); break; case Defs.UnitType.Troop: break; case Defs.UnitType.Player: player = GetComponent <Player>(); movement = GetComponent <Movement>(); states = GetComponent <HERO_StateController>(); break; } }